unity-event

Inspect and modify UnityEvent listeners on GameObjects in editor and runtime.

1|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/muddyrain/valley-mas --skill unity-event-muddyrain
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-event
Source: https://github.com/muddyrain/valley-mas/tree/main/.codex/skills/unity-skills/skills/event
Command: npx skills add https://github.com/muddyrain/valley-mas --skill unity-event-muddyrain

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Inspect and modify UnityEvents (e.g. Button.onClick) on GameObjects to streamline UI debugging and behavior tuning.

Core Features & Use Cases

  • Get all persistent listeners for a UnityEvent on a component to understand current wiring.
  • Add, remove, or modify listeners at edit-time or runtime to test UI flows without code changes.
  • Invoke a UnityEvent explicitly for testing sequences during gameplay or in-editor verification.

Quick Start

Inspect a UnityEvent on a target GameObject and add or remove listeners to validate UI behavior.

Frequently Asked Questions about unity-event

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I inspect UnityEvent listeners on a GameObject during gameplay debugging?

Retrieve all persistent UnityEvent listeners for a specified component and event name on a GameObject to verify current onClick wiring during gameplay debugging or in-editor UI tuning.

Can I add or remove UnityEvent listeners at runtime without changing C# code?

Yes, you can add, remove, or modify UnityEvent listeners at edit-time or runtime to test UI flows and sequences without requiring code changes, streamlining behavior tuning for events like Button.onClick.

How do I manually invoke a Button.onClick event to test UI interactions in Unity?

Invoke a UnityEvent explicitly by targeting the specified eventName and componentName on a GameObject, triggering the listener sequence directly for testing UI interactions during gameplay or in-editor verification.

Does this approach work for both editor-time UI wiring and runtime event testing in Unity?

Yes, retrieving, adding, removing, and configuring UnityEvent listener state is supported in both editor and runtime contexts, making it applicable for gameplay debugging, UI tuning, and event wiring tasks across your Unity project.

What's the best way to debug broken UI event wiring without recompiling a Unity project?

The best way to debug broken UI event wiring is to inspect existing UnityEvent listeners, add or remove callbacks dynamically, and invoke events explicitly to validate UI behavior without recompiling your Unity project.